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		<title>three.js webgl - postprocessing - depth-of-field</title>
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			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl realistic depth-of-field bokeh example<br/>
			shader ported from <a href="http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)">Martins Upitis</a>
		</div>

		<script type="importmap">
			{
				"imports": {
					"three": "../build/three.module.js",
					"three/addons/": "./jsm/"
				}
			}
		</script>

		<script type="module">

			import * as THREE from 'three';

			import Stats from 'three/addons/libs/stats.module.js';
			import { GUI } from 'three/addons/libs/lil-gui.module.min.js';

			import { BokehShader, BokehDepthShader } from 'three/addons/shaders/BokehShader2.js';

			let container, stats;
			let camera, scene, renderer, materialDepth;

			let windowHalfX = window.innerWidth / 2;
			let windowHalfY = window.innerHeight / 2;

			let distance = 100;
			let effectController;

			const postprocessing = { enabled: true };

			const shaderSettings = {
				rings: 3,
				samples: 4
			};

			const mouse = new THREE.Vector2();
			const raycaster = new THREE.Raycaster();
			const target = new THREE.Vector3( 0, 20, - 50 );
			const planes = [];
			const leaves = 100;

			init();

			function init() {

				container = document.createElement( 'div' );
				document.body.appendChild( container );

				camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 3000 );

				camera.position.y = 150;
				camera.position.z = 450;

				scene = new THREE.Scene();
				scene.add( camera );

				renderer = new THREE.WebGLRenderer();
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				renderer.setAnimationLoop( animate );
				renderer.autoClear = false;
				container.appendChild( renderer.domElement );

				const depthShader = BokehDepthShader;

				materialDepth = new THREE.ShaderMaterial( {
					uniforms: depthShader.uniforms,
					vertexShader: depthShader.vertexShader,
					fragmentShader: depthShader.fragmentShader
				} );

				materialDepth.uniforms[ 'mNear' ].value = camera.near;
				materialDepth.uniforms[ 'mFar' ].value = camera.far;

				// skybox

				const r = 'textures/cube/Bridge2/';
				const urls = [ r + 'posx.jpg', r + 'negx.jpg',
							 r + 'posy.jpg', r + 'negy.jpg',
							 r + 'posz.jpg', r + 'negz.jpg' ];

				const textureCube = new THREE.CubeTextureLoader().load( urls );

				scene.background = textureCube;

				// plane particles

				const planePiece = new THREE.PlaneGeometry( 10, 10, 1, 1 );

				const planeMat = new THREE.MeshPhongMaterial( {
					color: 0xffffff * 0.4,
					shininess: 0.5,
					specular: 0xffffff,
					envMap: textureCube,
					side: THREE.DoubleSide,
					forceSinglePass: true
				} );

				const rand = Math.random;

				for ( let i = 0; i < leaves; i ++ ) {

					const plane = new THREE.Mesh( planePiece, planeMat );
					plane.rotation.set( rand(), rand(), rand() );
					plane.rotation.dx = rand() * 0.1;
					plane.rotation.dy = rand() * 0.1;
					plane.rotation.dz = rand() * 0.1;

					plane.position.set( rand() * 150, 0 + rand() * 300, rand() * 150 );
					plane.position.dx = ( rand() - 0.5 );
					plane.position.dz = ( rand() - 0.5 );
					scene.add( plane );
					planes.push( plane );

				}

				// adding Monkeys

				const loader2 = new THREE.BufferGeometryLoader();
				loader2.load( 'models/json/suzanne_buffergeometry.json', function ( geometry ) {

					geometry.computeVertexNormals();

					const material = new THREE.MeshPhongMaterial( {
						specular: 0xffffff,
						envMap: textureCube,
						shininess: 50,
						reflectivity: 1.0,
						flatShading: true
					} );

					const monkeys = 20;

					for ( let i = 0; i < monkeys; i ++ ) {

						const mesh = new THREE.Mesh( geometry, material );

						mesh.position.z = Math.cos( i / monkeys * Math.PI * 2 ) * 200;
						mesh.position.y = Math.sin( i / monkeys * Math.PI * 3 ) * 20;
						mesh.position.x = Math.sin( i / monkeys * Math.PI * 2 ) * 200;

						mesh.rotation.y = i / monkeys * Math.PI * 2;

						mesh.scale.setScalar( 30 );

						scene.add( mesh );

					}

				} );

				// add balls

				const geometry = new THREE.SphereGeometry( 1, 20, 20 );

				for ( let i = 0; i < 20; i ++ ) {

					const ballmaterial = new THREE.MeshPhongMaterial( {
						color: 0xffffff * Math.random(),
						shininess: 0.5,
						specular: 0xffffff,
						envMap: textureCube } );

					const mesh = new THREE.Mesh( geometry, ballmaterial );

					mesh.position.x = ( Math.random() - 0.5 ) * 200;
					mesh.position.y = Math.random() * 50;
					mesh.position.z = ( Math.random() - 0.5 ) * 200;
					mesh.scale.multiplyScalar( 10 );
					scene.add( mesh );

				}

				// lights

				scene.add( new THREE.AmbientLight( 0xcccccc ) );

				const directionalLight1 = new THREE.DirectionalLight( 0xffffff, 6 );
				directionalLight1.position.set( 2, 1.2, 10 ).normalize();
				scene.add( directionalLight1 );

				const directionalLight2 = new THREE.DirectionalLight( 0xffffff, 3 );
				directionalLight2.position.set( - 2, 1.2, - 10 ).normalize();
				scene.add( directionalLight2 );

				initPostprocessing();

				stats = new Stats();
				container.appendChild( stats.dom );

				container.style.touchAction = 'none';
				container.addEventListener( 'pointermove', onPointerMove );

				effectController = {

					enabled: true,
					jsDepthCalculation: true,
					shaderFocus: false,

					fstop: 2.2,
					maxblur: 1.0,

					showFocus: false,
					focalDepth: 2.8,
					manualdof: false,
					vignetting: false,
					depthblur: false,

					threshold: 0.5,
					gain: 2.0,
					bias: 0.5,
					fringe: 0.7,

					focalLength: 35,
					noise: true,
					pentagon: false,

					dithering: 0.0001

				};

				const matChanger = function () {

					for ( const e in effectController ) {

						if ( e in postprocessing.bokeh_uniforms ) {

							postprocessing.bokeh_uniforms[ e ].value = effectController[ e ];

						}

					}

					postprocessing.enabled = effectController.enabled;
					postprocessing.bokeh_uniforms[ 'znear' ].value = camera.near;
					postprocessing.bokeh_uniforms[ 'zfar' ].value = camera.far;
					camera.setFocalLength( effectController.focalLength );

				};

				const gui = new GUI();

				gui.add( effectController, 'enabled' ).onChange( matChanger );
				gui.add( effectController, 'jsDepthCalculation' ).onChange( matChanger );
				gui.add( effectController, 'shaderFocus' ).onChange( matChanger );
				gui.add( effectController, 'focalDepth', 0.0, 200.0 ).listen().onChange( matChanger );

				gui.add( effectController, 'fstop', 0.1, 22, 0.001 ).onChange( matChanger );
				gui.add( effectController, 'maxblur', 0.0, 5.0, 0.025 ).onChange( matChanger );

				gui.add( effectController, 'showFocus' ).onChange( matChanger );
				gui.add( effectController, 'manualdof' ).onChange( matChanger );
				gui.add( effectController, 'vignetting' ).onChange( matChanger );

				gui.add( effectController, 'depthblur' ).onChange( matChanger );

				gui.add( effectController, 'threshold', 0, 1, 0.001 ).onChange( matChanger );
				gui.add( effectController, 'gain', 0, 100, 0.001 ).onChange( matChanger );
				gui.add( effectController, 'bias', 0, 3, 0.001 ).onChange( matChanger );
				gui.add( effectController, 'fringe', 0, 5, 0.001 ).onChange( matChanger );

				gui.add( effectController, 'focalLength', 16, 80, 0.001 ).onChange( matChanger );

				gui.add( effectController, 'noise' ).onChange( matChanger );

				gui.add( effectController, 'dithering', 0, 0.001, 0.0001 ).onChange( matChanger );

				gui.add( effectController, 'pentagon' ).onChange( matChanger );

				gui.add( shaderSettings, 'rings', 1, 8 ).step( 1 ).onChange( shaderUpdate );
				gui.add( shaderSettings, 'samples', 1, 13 ).step( 1 ).onChange( shaderUpdate );

				matChanger();

				window.addEventListener( 'resize', onWindowResize );

			}

			function onWindowResize() {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				windowHalfX = window.innerWidth / 2;
				windowHalfY = window.innerHeight / 2;

				postprocessing.rtTextureDepth.setSize( window.innerWidth, window.innerHeight );
				postprocessing.rtTextureColor.setSize( window.innerWidth, window.innerHeight );

				postprocessing.bokeh_uniforms[ 'textureWidth' ].value = window.innerWidth;
				postprocessing.bokeh_uniforms[ 'textureHeight' ].value = window.innerHeight;

				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			function onPointerMove( event ) {

				if ( event.isPrimary === false ) return;

				mouse.x = ( event.clientX - windowHalfX ) / windowHalfX;
				mouse.y = - ( event.clientY - windowHalfY ) / windowHalfY;

				postprocessing.bokeh_uniforms[ 'focusCoords' ].value.set( event.clientX / window.innerWidth, 1 - ( event.clientY / window.innerHeight ) );

			}

			function initPostprocessing() {

				postprocessing.scene = new THREE.Scene();

				postprocessing.camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, - 10000, 10000 );
				postprocessing.camera.position.z = 100;

				postprocessing.scene.add( postprocessing.camera );

				postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { type: THREE.HalfFloatType } );
				postprocessing.rtTextureColor = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { type: THREE.HalfFloatType } );

				const bokeh_shader = BokehShader;

				postprocessing.bokeh_uniforms = THREE.UniformsUtils.clone( bokeh_shader.uniforms );

				postprocessing.bokeh_uniforms[ 'tColor' ].value = postprocessing.rtTextureColor.texture;
				postprocessing.bokeh_uniforms[ 'tDepth' ].value = postprocessing.rtTextureDepth.texture;
				postprocessing.bokeh_uniforms[ 'textureWidth' ].value = window.innerWidth;
				postprocessing.bokeh_uniforms[ 'textureHeight' ].value = window.innerHeight;

				postprocessing.materialBokeh = new THREE.ShaderMaterial( {

					uniforms: postprocessing.bokeh_uniforms,
					vertexShader: bokeh_shader.vertexShader,
					fragmentShader: bokeh_shader.fragmentShader,
					defines: {
						RINGS: shaderSettings.rings,
						SAMPLES: shaderSettings.samples
					}

				} );

				postprocessing.quad = new THREE.Mesh( new THREE.PlaneGeometry( window.innerWidth, window.innerHeight ), postprocessing.materialBokeh );
				postprocessing.quad.position.z = - 500;
				postprocessing.scene.add( postprocessing.quad );

			}

			function shaderUpdate() {

				postprocessing.materialBokeh.defines.RINGS = shaderSettings.rings;
				postprocessing.materialBokeh.defines.SAMPLES = shaderSettings.samples;
				postprocessing.materialBokeh.needsUpdate = true;

			}

			function animate() {

				render();
				stats.update();

			}

			function linearize( depth ) {

				const zfar = camera.far;
				const znear = camera.near;
				return - zfar * znear / ( depth * ( zfar - znear ) - zfar );

			}

			function smoothstep( near, far, depth ) {

				const x = saturate( ( depth - near ) / ( far - near ) );
				return x * x * ( 3 - 2 * x );

			}

			function saturate( x ) {

				return Math.max( 0, Math.min( 1, x ) );

			}

			function render() {

				const time = Date.now() * 0.00015;

				camera.position.x = Math.cos( time ) * 400;
				camera.position.z = Math.sin( time ) * 500;
				camera.position.y = Math.sin( time / 1.4 ) * 100;

				camera.lookAt( target );

				camera.updateMatrixWorld();

				if ( effectController.jsDepthCalculation ) {

					raycaster.setFromCamera( mouse, camera );

					const intersects = raycaster.intersectObjects( scene.children, true );

					const targetDistance = ( intersects.length > 0 ) ? intersects[ 0 ].distance : 1000;

					distance += ( targetDistance - distance ) * 0.03;

					const sdistance = smoothstep( camera.near, camera.far, distance );

					const ldistance = linearize( 1 - sdistance );

					postprocessing.bokeh_uniforms[ 'focalDepth' ].value = ldistance;

					effectController[ 'focalDepth' ] = ldistance;

				}

				for ( let i = 0; i < leaves; i ++ ) {

					const plane = planes[ i ];
					plane.rotation.x += plane.rotation.dx;
					plane.rotation.y += plane.rotation.dy;
					plane.rotation.z += plane.rotation.dz;
					plane.position.y -= 2;
					plane.position.x += plane.position.dx;
					plane.position.z += plane.position.dz;

					if ( plane.position.y < 0 ) plane.position.y += 300;

				}


				if ( postprocessing.enabled ) {

					renderer.clear();

					// render scene into texture

					renderer.setRenderTarget( postprocessing.rtTextureColor );
					renderer.clear();
					renderer.render( scene, camera );

					// render depth into texture

					scene.overrideMaterial = materialDepth;
					renderer.setRenderTarget( postprocessing.rtTextureDepth );
					renderer.clear();
					renderer.render( scene, camera );
					scene.overrideMaterial = null;

					// render bokeh composite

					renderer.setRenderTarget( null );
					renderer.render( postprocessing.scene, postprocessing.camera );


				} else {

					scene.overrideMaterial = null;

					renderer.setRenderTarget( null );
					renderer.clear();
					renderer.render( scene, camera );

				}

			}

		</script>
	</body>
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